I've had two games in patch 2, and both tended to be defensive/lowish scoring games.
Here's what the sliders are now:
Game Options
Quarter Length: 15 minutes
Play Clock: On
Accel. Clock: On
Accel. Clock Runoff: 25 sec
Camera: Broadcast
Changes the angles some and a little easier to see some things while a little harder to do deep passes and some routes - plus I like it the best LOL
Injuries: 38 (was getting too many small injuries too often)
Fatigue: 77 (was 100, but I don't think defenses becoming exhausted during a drive in the 1st quarter is realistic, especially based on play participation info)
Game Speed/Threshold: Slow/50 OR Very Slow/85
Sliders should play well with either setting, though right now I'm using Slow/50.
Motion Sensor Function: 0
Penalty Sliders (for now, for all speeds):
All 100, except -
Holding: 54 (can go to 56-58 if you want more)
Facemask: 43 (not terribly common in the real game, imo)
Clipping: 54 (can't remember when I last heard this called, but I wanted to use it to represent illegal block in the back - probably need to up it as it wasn't called at all)
Player Skill
Passing:
QB Accuracy: 20
Pass Blocking: 15
WR Catching: 40
Harder to get separation and low QB Accuracy hopefully will keep the high percentages to the best QB/WR combos
Rushing:
Broken Tackles: 15
Run Blocking: 43
Fumbles: 52
Had too many broken tackles so knocked this down. Now there's not a lot of broken tackles, but run blocking, and thus gap control, has become the name of the running game
Pass Defense:
Reaction Time: 35
Interceptions: 15
Pass Rushing: 82
Pass rushing might go back up a little, but right now there's 3-4 sacks per game for both teams combined. Might be a little low, but will have to check some stats on that.
Run Defense:
Reaction Time: 38
Block Shedding: 0
Tackling: 5
Gap control, especially for guys like AP, will be the key. Lanes can open up and blocks can be sustained. Have to try to create free runners and hope your DL can help the cause by at least holding their ground.
CPU Skill
Passing:
QB Accuracy: 20
Pass Blocking: 10
WR Catching: 40
Rushing:
Broken Tackles: 15
Run Blocking: 49
Fumbles: 52
Pass Defense:
Reaction Time: 35
Interceptions: 15
Pass Rushing: 77
Run Defense:
Reaction Time: 38
Block Shedding: 0
Tackling: 5
CPU and human sliders are the same right now, and hopefully, that can stay that way or pretty close.
Special Teams
FG Power: 55
FG Accuracy: 20
With the newly discovered "rule" from Valdarez' thread about not moving the arrows on a FG attempt, I'm missing a LOT more. If anything, I might lower it as I've yet to see the AI miss a FG
Punt Power: 90
Punt Accuracy: 90
Kickoff Power: 50
Sub Out/In
(listed as Out/In by position)
Offense
QB (10/20)
RB (67/73)
WR (58/65)
FB/TE (58/65)
OL (10/20)
Defense
DT (55/63)
DE (55/63)
LB (25/35)
CB (25/35)
S (15/20)
Based on the play participation info from ProFootballFocus.com, changed some of the sub sliders. Now QBs should almost never sub out, even if they scramble a lot, unless they are all but totally exhausted. Same for OL and safeties. DL subs in and out with moderate frequency as might WR and FB/TE. HBs sub in/out the most but a team that uses rotation might still have to utilize the 3rd down HB depth chart and/or formation subs (and remember to use those formations) to get the touches spread right. Especially teams like Baltimore that have three good runners that they use.
ADDED: Sliders for Normal speed:
Game Options
Quarter Length: 15 minutes
Play Clock: On
Accel. Clock: On
Accel. Clock Runoff: 25 sec
Camera: Broadcast
Injuries: 38
Fatigue: 77 (trying to find the right level of fatigue)
Game Speed/Threshold: Normal/50
Player Skill
Passing:
QB Accuracy: 35
Pass Blocking: 15
WR Catching: 40
Rushing:
Broken Tackles: 15
Run Blocking: 40
Fumbles: 44
Pass Defense:
Reaction Time: 40
Interceptions: 15
Pass Rushing: 30
Pass rushing seems dramatically better on normal for some reason, that's why it's significantly lower.
Run Defense:
Reaction Time: 33
Block Shedding: 0
Tackling: 5
CPU Skill
Passing:
QB Accuracy: 35
Pass Blocking: 10
WR Catching: 40
CPU slightly lower in pass blocking since their line play seems better than the AI controlled human linemen.
Rushing:
Broken Tackles: 15
Run Blocking: 40
Fumbles: 44
Pass Defense:
Reaction Time: 40
Interceptions: 15
Pass Rushing: 30
Little lower than human pass rushing since the human line seems to pass block worse. Drastically lower for the same reason - normal pass rushing seems far better.
Run Defense:
Reaction Time: 33
Block Shedding: 0
Tackling: 5
Subs are the same.
Penalty sliders are the same.
Special Teams the same.
EXPERIMENTAL SLIDER SETTINGS FOR NORMAL SPEED
The following slider settings are an experimental version trying to get the running game in check and tweak the passing game a bit. Also changes fatigue and subs as well to keep from defenses becoming totally exhausted very quickly, while still allowing them to wear down from long drives and having to do a lot of chase-and-tackle. Power backs can also wear the defense down with their trucking, especially DBs it seems.
Game Options
Quarters: 15 Min
Accel. Clock: 25 sec
Injuries: 38 (might need to increase now that fatigue is lower)
Fatigue: 55
Game Speed: Normal
Speed Threshold: 50
Motion Sensor: 0
Penalties
All 100 except for the following:
Holding and Clipping at 50
Facemask at 43
(Should help with getting barraged on Holding calls as they seems to come in bunches then not get called at all. Last game, though, did get called on some holding and one facemask. The AI got called on defensive PI - negating a would-have-been INT).
Human Skill
Passing:
QB Accuracy: 25
Pass Blocking: 15
WR Catching: 40
(Overall Level is 14)
(Trying to get a few less sacks but also make lower Acc QBs more up-and-down during games. I play as Josh Johnson with two of my teams and this seems to be case while Flacco tends to be more steady - assuming he gets protection, which then could be up-and-down).
Rushing:
Broken Tackles: 13
Run Blocking: 57
Fumbles: 53
(Overall Level is 11)
(You can still get broken tackles, last game with AP, I got 3 which is realistic and about the best per-game Missed Tackles based on football focus.com. Fatigue seemed to be hurting the run game as I forced the OL to play when exhausted since realistically they don't sub - so I tweaked fatigue)
Pass D:
Reaction Time: 40
INTs: 5
Pass Rushing: 40
(Overall Level is 14)
(Basically the same, just lowered INTs so they aren't super common. Had none against either QB in the last game I played.)
Rush D:
Reaction Time: 0
Block Shedding: 0
Tackling: 20
(Overall Level is 18)
(Stopping the run should be a little more of a challenge against good HB and OL, however if you have a good DL and active LBs, you can still stop the run. You have to be more careful with run blitzing now as well - if you're out of position, it hurts more. Tackling increased to help stop the breaking gang tackles and pile-ups sort of thing.)
CPU Skill:
Passing:
QB Accuracy: 25
Pass Blocking: 15
WR Catching: 40
Rushing:
Broken Tackles: 13
Run Blocking: 57
Fumbles: 53
Pass D:
Reaction Time: 40
INTs: 5
Pass Rushing: 40
Rush D:
Reaction Time: 0
Block Shedding: 0
Tackling: 20
Once again, base is same sliders for Human and CPU skill. Games are close and competitive, but still play a lot like their personnel dictates a lot of times. I think strengths and weakness show up well - at least I see them with my teams and who I'm playing.
Special Teams
FG Power: 30
FG Accuracy: 0
(The trajectory arrow becomes more important. You CAN still make long FGs, but you need a solidly strong-legged kicker, lower trajectory, and max power.)
Punt Power: 30
Punt Accuracy: 0
(Seems to keep the CPU from out-kicking their coverage and I don't see any more increase in shanked punts. I haven't seen the AI kick the ball through the end zone yet, but time will tell).
Kickoff Power: 30
(Still can get touchbacks, but usually they come from only the stronger-legged kickers, and even then not always 5-9 yds deep in the endzone.)
Auto-Subs
Position: (OUT/IN)
QB: (10/20)
RB: (80/85)
WR: (58/65)
FB/TE: (58/65)
OL: (10/20)
DT: (67/75)
DE: (67/75)
LB: (25/35)
CB: (25/35)
S: (15/25)
Seems these help HBs be effective all game without necessarily getting them 25+ carries - though that will depend on your scheme as a coach. The HBs have not "disappeared" in the 4th quarter yet and I'm a run-leaning playcaller. I don't know yet if the split is very realistic, though I do see the HB2 come in, especially if you use your HB1 in passing plays some.
On defense, LBs and secondary don't sub much based on play participation info from football focus.com, that's why they are still low. I do see them get fatigued and it seems to impact play on the field, so that's good. DE/DT *do* sub with frequency, moreso than I first thought, so I upped their %s so they can rotate more and be fresher.

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